The Heroes of Axyr

I was rereading the rule about the animal compagnion it is only half your level that are used for the improvement. I don't like it feel it's underpowered compared to an intelligent familiar, so I will stick with 1 to 1.
 

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Wysiwyg: with Rapid shot your attack is +4/+4 and why didn't you take a MW composite long bow for your strenght you would be able to add 3 dmg on each arrow pretty valuable for an archer, more than a MW bastard sword (IMHO)
 

I changed the Intiative to +2 and the ranged attack bonus to +4/+4.

I want Dion to be as great a sword wielder as possible - most combat is done hand-to-hand and not froma distance.
 

wysiwyg said:
I changed the Intiative to +2 and the ranged attack bonus to +4/+4.

I want Dion to be as great a sword wielder as possible - most combat is done hand-to-hand and not froma distance.

Ok no problem, but who said most combat were hand-to-hand ;)
 




Rell Sunharrow Half-Giant Soulknife

Rell Sunharrow
Half-Giant
Soul Knife 2
Exp: 3001

Str:17
Dex:12
Con:14
Int:12
Wis:14
Cha:12
Height: 7'10"
Weight: 350
Age: 39
Hp:19
Power Points:4
AC:16, 11 Touch, 14 Flat Footed
Armor Check Penalty: -1
Init: +1
Alignment: NG
Languages: Common (Axyrian), Giant

Race/Class Abilities/Feats: Power Attack, Low-Light Vision, Acid Acclimated (+2 saves vs. Acid), Powerful Build (treat as large when favorable), Naturally Psionic (2 Psi points), Psi-Like ability (Stomp 1/day at 1/2 level), Mind Blade, Weapon Focus (Mind Blade), Wild Talent (2 pp, take psi feats), Proficiency with simple weapons, light armor and shields. Throw Mind Blade

Class Skills:

Autohypnosis (Wis):4 (2 ranks +2)
Climb (Str):3 (0 ranks +3)*
Concentration (Con):4 (2 rank +2)
Craft (Int):1 (0 ranks +1)
Hide (Dex):1 (0 ranks +1)*
Jump (Str):5 (0 ranks +3 +2 Syn)
Knowledge (Psi) (Int):2 (1 rank +1)
Listen (Wis):5 (3 ranks +2)
Move Silently (Dex):2 (1 rank +1)*
Profession--Miner (Wis):3 (1 ranks +2)
Spot (Wis):6 (4 ranks +2)
Tumble (Dex):6 (5 ranks +1)*

Important Cross Class skills:

Balance (Dex):3 (0 ranks +1 +2 Syn)*
Heal (Wis):3 (1 ranks +2)
Search (Int):2 (1 rank +1)
Sense Motive (Wis): 3 (1 ranks +2)
Survival (Wis):2 (0 ranks +2)
Swim (Str):3 (0 ranks +3)**

Other skills Usable Untrained:

All +1, but Escape Artist*

Saves: Fort--0+2=2, Ref--3+1=4, Will--3+2=5

Bab: +1

Soul Knife: Large Short Sword 1d8 Crit--19-20 x2 +5 Attack and +3 damage

Thrown Soul Knife: Large Short Sword 1d8 Crit--19-20 x2 +2 Attack and +3 damage

Large Javelin: +2 Attack 1d8+3 x2 crit range--30' (has 8)

MW Large Long Spear: +5 Attack 1d10+4 x3 crit

Large Morning star: +4 Attack 1d10+3 x2 crit

Armor: MW Chain Shirt, MW Light Steel Shield

Other Gear: Backpack, Explorers Outfit, Traveler's Outfit, Cortier's Outfit, Bedroll, Belt pouchesx2, Rope Hempen 50', torchx3, MW Miner's tools (pick, spade, hammer, scale), Quiver sized for javelins, Waterskinx2, Potion of Cure Light wounds, Sunrod, Flint and Steel, Blanket-winter.

Cash: 10 gp, 8 sp, 7 copper

Appearance/Personality: Rell is a big man even amoung half-giants. He is tall yet very broad and powerfully built. He has the muscles that come from a life of hard physical labor. His skin is a coppery color with coal black hair and eyes the gray of flint. His hair is oiled and carefully tied in a braid that hangs to mid back. His hands are callosed and permanently acid stained a somewhat grayer shade. He Wears his chain shirt covered by brightly colored shirts with dark work pants. Stout well worn work boots come almost to his knees. Miner's tools hang at his belt with a morning star, while a quiver full of javelins is on his shoulder.
Rell smiles often and has an open friendly face, but his size and strangeness often cause people to overlook these features. Rell is slow to anger and very tolerant as a member of a slave race must be, but he was raised a free citizen and a resentment of injustice simmers just below the surface. Rell has had a fairly sheltered life in the mines and as he wanders Axyr the locals can spot him for a rural bumkin come to town for the first time.

Background/History: Rell was born in a mining community near silver mines. His father is a local hero. His Psionic ability allowed him to help thwart an attack on the mines. For this he and his family were given freedom. However, life remained hard. They continued to work along side the slaves for a small wage. Eventually, Rell--a younger child--decided he did not want to die working the mines. He began to fight in some local arena style matches and discovered he has his father's talent for psionics. He was never especially good compared to other half-giants, but his ability to produce the soul knife was interesting to the audience and he was popular. Dreaming of bigger and better things he set off for the capital to make his fortune.
 
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Brancista

Brancista
Male High Elf Rogue 1/Illusionist 1

Experience: 2000 xp

Alignment: Neutral
Size: Medium
Age: 130
Height: 5’ 5”
Weight: 121 lbs
Eyes: Green
Hair: Brown
Skin: Pale-skinned

HP: 10 [1d6+1d4+2]
AC: 13 [3 Dex], Touch 13, Flat-Footed 10
Speed: 30 ft.
Initiative: +7

Abilities
Str: 12 (+1) [4 points]
Dex: 16 (+3) [6 points, +2 racial]
Con: 12 (+1) [6 points, -2 racial]
Int: 16 (+3) [10 points]
Wis: 12 (+1) [4 points]
Cha: 10 (+0) [2 points]

Combat
BAB: +0 / Grapple: +1
Masterwork Rapier +2 Melee (1d6+1, 18-20/x2) OR
Alchemical Silver Dagger +1 Melee (1d4, 19-20/x2) OR
Alchemical Silver Dagger +3 Ranged (1d4, 19-20/x2, 10 ft. Range Increment) OR
Shortbow, masterwork arrows +4 Ranged (1d6, x3, 60 ft. Range Increment)

Saves
Fort +3 [+2 Rat Familiar, +1 Con]
Ref +5 [+2 base, +3 Dex]
Will +3 [+2 base, +1 Wis]

Feats
Improved Initiative [1st level]
Scribe Scroll [Class]
Alertness [when Slafala is within arm’s reach]
Simple Weapon Proficiency, plus hand crossbow, longsword, longbow, composite longbow, rapier, sap, shortbow, composite shortbow, and short sword [Class and Race)
Light Armor Proficiency [Class]

Skills
Appraise +5 (2 ranks, 3 Int)
Bluff +4 (4 ranks)
Concentration +2 (1 rank, 1 Con)
Decipher Script +8 (5 ranks, 3 Int)
Disable Devise +7 (4 ranks, 3 Int)
Disguise +4 (4 ranks)
Escape Artist +7 (4 ranks, 3 Dex)
Gather Information +2 (2 ranks)
Hide +5 (2 ranks, 3 Dex)
Knowledge (Arcana) +5 (2 rank, 3 Int)
Knowledge (Local) +5 (2 ranks, 3 Int)
Listen +3 (0 ranks, 1 Wis, 2 Racial) (+2 bonus when Slafala is within arm’s reach)
Move Silently +5 (2 ranks, 3 Dex)
Open Lock +6 (3 ranks, 3 Dex)
Perform (Act) +1 (1 rank)
Search +9 (4 ranks, 3 Int, 2 Racial)
Spellcraft +4 (1 rank, 3 Int) (+2 bonus to learn spells from the illusion school)
Spot +5 (2 ranks, 1 Wis, 2 Racial) (+2 bonus when Slafala is within arm’s reach)
Tumble +7 (4 ranks, 3 Dex)

Languages
Common
Draconic
Elven
Gnome
Orc

Racial Traits
Immunity to magical sleep effects and +2 racial saving throw bonus against enchantment spells or effects
Low-Light Vision
If Brancista merely passes within 5 feet of a secret or concealed door, he is entitled to a Search check to notice it as if he were actively looking for it.

Class Abilities
Sneak Attack +1d6
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Familiar
Slafala, Rat

Tiny Animal [Hit Dice: 2 (5 hp); Initiative: +2; Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.; Armor Class: 15 (+2 size, +2 Dex, +1 Natural), touch 14, flat-footed 13; Base Attack/Grapple: +0/–12; Attack: Bite +4 melee (1d3–4); Full Attack: Bite +4 melee (1d3–4); Space/Reach: 2-1/2 ft./0 ft.; Special Attacks: —; Special Qualities: Empathic Link, improved evasion, low-light vision, scent, share spells; Saves: Fort +2, Ref +4, Will +3; Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2; Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10 Feats: Weapon Finesse
(Still needs to add my skills to familiar)

Spells Known
Specialist – Illusion
Prohibited Schools – Enchantment, Necromancy
0 – Acid Splash, Arcane Mark, Dancing Lights, Detect Poison, Detect Magic, Flare, Ghost Sound (I), Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
1 – Color Spray (I), Disguise Self (I), Expeditious Retreat, Mage Armor, Shield, True Strike

Spells Memorized (DC 13 + spell level)
0 – (3+1) Detect Magic, Ghost Sound, Ray of Frost, Resistance,
1 – (2+1) Color Spray, Disguise Self, Mage Armor

Equipment
On person
Cost Item Weight
320 Masterwork Rapier (2 lb)
22 Dagger, Alchemical Silver (1 lb)
30 Shortbow (2 lb)
121 20 Masterwork Arrows (3 lb)
-- Traveler’s Outfit (Deep Blue) (--)
5 Spell Component Belt (2 lb)
2 Backpack (2 lb)
8 ---- Cold Weather Outfit (7 lb)
15 ---- Spellbook, Wizard’s (3 lb)
30 ---- Thieves’ Tools (1 lb)
1 ---- 2 Days Trail Rations (2 lb)
2 ---- Sunrod (1 lb)
1 Belt Pouch #1 (0.5 lb)
1 ---- Flint & Steel (--)
2 ---- 2 Tindertwigs (--)
0.05 ---- 5 Pieces of Chalk (--)
1 Belt Pouch #2 (0.5 lb)
-- ---- Slafala (Rat Familiar) (1 lb)
0.1 Sack #1 (0.5 lb)
10 ---- Flask Acid (1 lb)
1 ---- Caltrops (2 lb)
10 ---- Silk Rope (50 ft.) (5 lb)
0.1 Sack #2 (0.5 lb)
1 ---- Case, Map or Scroll (0.5 lb)
75 ---- Scroll, Color Spray, Disguise (--)
Self, True Strike
75 ---- Scroll, Enlarge Person, Feather (--)
Fall, Magic Missile
100 ---- 2 Potions of Cure Light Wounds (0.2 lb)
50 ---- Potion of Protection from Evil (0.1 lb)
1 Waterskin (4 lb)

15 ag, 7 sp, 5 cp (0.54 lb)

Total Weight on person – 42.34 lb (Light Load)
Light Load – 43 lbs or less
Medium Load – 44 – 86 lbs (+3 Max Dex, -3 check penalty, 20 ft. speed, X4 run)
Heavy Load – 87 – 130 lbs (+1 Max Dex, -6 check penalty, 20 ft. speed, X3 run)

Appearance
Brancista is taller than most elves, standing at 5’ 5”. His pale skin is sharply contrasted by the deep blue clothes that he prefers to wear.

Brancista is usually reserved in social situations, saying little and observing situations and people. However, with close friends and comrades, he becomes quite atypical for an elf, and talks and jokes with them.

Background
Brancista was born a citizen of Axyr, to two well-respected wizards. His early childhood focused on preparing him for the intense study of the wizardly art, as it was with his father, and his father before him. He studied ancient texts at the Great Library, deciphered mysterious languages, and learned about all things arcane.

Though he was a quick study and showed promise as a potential wizard, Brancista felt that there was something missing, that he was different than his peers. While his peers would spend their off hours reviewing their lessons or practicing, Brancista would tinker with locks and other gadgets, or discreetly observe and follow people, to validate his conjectures about them. During one of his “observational missions”, Brancista’s life plan came into sharp focus. He had trailed one of his teacher’s to the Great Library, but had lost her amidst the many bookcases. Not wanting to have the day be a complete waste, Brancista took some books down from the shelves to peruse them. One of the books, entitled “The memoirs of a professional scout”, immediately caught his eye. The book discussed the rather successful, but short by elven standards, career of a human scout, including the methods by which he found his success. The book detailed the application of disguises, the use of illusions to aid scouting, and the best weapons to carry when the scouting takes a turn for the worse. Brancista spent the rest of the day, reading and re-reading this book, as he thought how in tune he was with it.

Completely changed by the book, Brancista’s motivation and effort dropped dramatically in his wizard studies, as he spent all available hours building disguises and tailing people. Only when the topics were centered on illusions, would Brancista’s interest pique, and he would dive into the lesson with complete and utter focus. This continued for a decade before Brancista’s parents could no longer afford to ignore Brancista’s poor performance in his wizardly studies. They presented him with a choice, to put his full effort into all of his wizardly studies, or leave. Brancista chose to leave.

Finding himself an exile from his family, Brancista quickly tried to blend into his new surroundings. He began to take odd jobs deciphering texts, building/repairing locks, and investigating people. He also found himself, on occasion, in the employ of Axyrian militia, acting as a scout. On his off hours, Brancista would work on more elaborate disguises and use his preliminary arcane training to experiment with illusions to enhance those disguises. After several years of practice and honing his skills, Brancista mastered both the art of trailing people, scouting, and harnessing of magic, most notably the magic of illusions.
 

Code:
[B]Name:[/B] Makas
[B]Class:[/B] Bbr1/Ftr2
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Moradin

[B]Str:[/B] 16 +3 (10p.)     [B]Level:[/B] 3        [B]XP:[/B] 4000
[B]Dex:[/B] 13 +1  (5p.)     [B]BAB:[/B] +3         [B]HP:[/B] 33 (2d12+1d10+9)
[B]Con:[/B] 16 +3  (6p.)     [B]Grapple:[/B] +6     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 14 +2  (6p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1  (4p.)     [B]Init:[/B] +1        [B]Poison/Spell Save:[/B] +2
[B]Cha:[/B]  7 -2  (1p.)     [B]ACP:[/B] -6         [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +2    +1    +0    +0    +0    18
[B]Touch:[/B] 11              [B]Flatfooted:[/B] 17

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      5    +3          +8
[B]Ref:[/B]                       0    +1          +1
[B]Will:[/B]                      0    +1          +1

[B]Weapon                  Attack   Damage     Critical[/B]

Melee:
dwarven waraxe (1H)       +8     1d10+3     20x3
dwarven waraxe (2H)       +8     1d10+4     20x3
throwing axe              +7     1d6+3      20x2

Ranged:
throwing axe              +5     1d6+3      20x2
sling                     +4     1d4+3      20x2

[B]Languages:[/B] Common, Dwarven, Terran, Undercommon.

[B]Abilities:[/B] Darkvision 60ft, Stonecunning, Weapon familiarity, Stability,
+2 racial bonus against poison, spells, and spell-like effects, +1 racial
bonus on attack rolls against orcs and goblinoids, +4 Dodge bonus to AC
against giant types, +2 racial bonus to Appraise and craft checks for
stone and metal, proficient with all simple and martial weapons, and with
all armor (light, medium, and heavy armor) and all shields (including tower
shields), Fast Movement (Ex), Rage 1/day (Ex), Axe Focus (Ex).

[B]Feats:[/B] Axe Focus, Cleave, Endurance, Power Attack.

[B]Skill Points:[/B] 28       [B]Max Ranks:[/B] 5/2.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise (stone & metal)   0    +2    +2    +4
Climb                      3    +3          +6
Craft (weaponsmithing)     4    +2    +2    +8
Heal (cc)                  2    +1          +3
Knowledge (dungeoneering)  5    +2          +7
Jump                       3    +3          +6
Listen                     3    +1          +4
Ride                       0    +1          +1
Search (stonework)         0    +2    +2    +4
Spot (cc)                  3    +1          +4
Survival                   4    +1          +5
Survival (underground)     4    +1    +2    +7
Swim                       0    +3   -12    -9


[B]Equipment:               Cost  Weight[/B]
Dwarvencraft Waraxe     630gp    8lb
Sling                     0gp    0lb
Sling bullets (10)        1sp    5lb
Throwing Axe              8gp    2lb

Breastplate             200gp   30lb
Heavy steel shield       20gp   15lb

Backpack                  2gp    2lb
Bedroll                   1sp    5lb
Grappling hook            1gp    4lb
Hammer                    5sp    2lb
10 pitons                 1gp    5lb
Belt pouch                1gp  0.5lb
100ft silk rope          20gp   10lb
Waterskin                 1gp    4lb
Whetstone                 2cp    1lb
Explorer's outfit         0gp    0lb

Dwarvencraft waraxe - masterwork quality, hardness increases by 2, gains an
additional 10 hit points, and gains a +2 bonus on all saving throws.  All of
these effects stack with the similar bonuses for magic items if the
dwarvencraft item is made magical.

[B]Total Weight:[/B]93.5lb      [B]Money:[/B] 15gp 2sp 8cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                76   153   230   230   1150

[B]Age:[/B] 54
[B]Height:[/B] 4'3"
[B]Weight:[/B] 180lb
[B]Eyes:[/B] brown
[B]Hair:[/B] brown
[B]Skin:[/B] deep tan
Appearance: Nothing really stands out to distinguish Makas from many other dwarves. The deep tanned skin framed by his dark brown hair and beard and brown eyes are typical of many of his race. His equipment marks him as a warrior, particularly the finely crafted waraxe that rests across his back. The plain grey tunic mostly covered by the breastplate armor and matching breeches ending in a pair of sturdy boots. He walks with a slight limp, favoring the right leg for those observant enough to notice such detail.

Background: Makas spent much of his adolescence exploring his homeland and some of the deeper cave systems. Though, being slightly short of temper and not overly popular at the best of times, much of this was carried out in isolation. As his ability and confidence grew, he gradually ranged farther from home and learned more of the deeper cave systems, often encountering some of the longer range reconaissance patrols of his homeland. Some of these patrols even took him along and taught him how to use the weapons and armor familiar to all dwarves. He took a particular liking to the waraxe, admiring it's shape, style and the damage it could deal out in trained hands.

One unfortunate event turned his life upside down. Makas convinced a small group of friends, including a cousin, to join him exploring a distant cave system. To reach it required some overland travel. A day out from Mornal, the group was ambushed by some Axyrian traders seeking to capture some dwarven slaves. Outnumbered and with no chance to fight their way out, Makas chose to flee in order to tell what happened. He did not see enough to know whether the rest of the group perished or was captured.

On return to Mornal, he was held to blame for leading the others astray. The recriminations from even his own family and his own guilt grew too strong and he chose to leave his home city rather than live as an outsider amongst his own people. In his own mind he had some ridiculous notion of freeing those friends who may have been captured and exacting a bloody revenge on the traders. But without any real knowledge of what he was seeking, Makas left some days later without a word.

A great uncle, a weaponsmith, obviously guessed what he intended and intercepted him as he sought to leave the city. And without a single word being said, he gave to Makas a fine dwarvencraft waraxe to hang on his back.

Knowing only that the description of his attackers branded them as Axyrian traders, Makas set out for the great city of Axir. In all, his travels took him across 400 miles of desert passing through the city of Al Arhaq where he spent a time as a smith's assistant. His encounters were generally neither overly exciting or dangerous. However, one enounter with two bandits near the Hill of Vengor did allow him to blood the gifted waraxe and resulted in a gashed calf on his right leg that has left him with a slight limp, but in much better shape than the bandits.

Finally Makas reached Axir, although very unsure about his next steps. He is currently resting at the Sleeping Swordfish hoping that fate will lend a hand.
 
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